ZK 2v2 Tournament August 23rd 2014

This month's tournament, in 2v2 format, will be held on 23rd August 2014, starting at 10:00 UTC (10AM). The winners will receive the usual awards of 75, 50 and 25 kudos for gold, silver and bronze places respectively.

Registration is open until 23:59 UTC of August 22nd. Keep in mind that due to daylight savings time in UK is UTC+1, in Central Europe UTC+2, etc. Current time in UTC can be seen here.

Players and teams not present at the start time will have a 30 minute grace period, after which they will have a choice of accepting a substitute, forfeiting, or playing as possible (e.g. 2v1).

The bracket will be seeded and sorted by teams' average elo after the registration closes.

Rules:- Single elimination- First map of each round is predetermined, the following maps will be selected by the loser of the previous game from the featured non-silly map pool.- Finals are best of 5, all other matches including the bronze match are best of 3.- Default ZK version of Spring Engine will be used. If both teams in a round agree to use a different version, it may be used for that round.

As always, there are no skill restrictions on signing up and any teams of two players are welcome to participate. To sign up, make a post indicating so in this thread!

Given the addition of trainer commanders, I'm not sure if this would be harder or easier to do. I think it would be easier as there are still options, so it is an easier sell, but it also entrenches (mighty) morphing modular commanders.

quote:* !setoptions overdrivingscheme=communism;allyreclaim=1 and any other modoptions that help with teamplay, alternatively add a proper commshare mode

This seems like something that, if it is adopted, should be adopted for the regular teams rooms as well.

quote:* Bring back team-spectator mode and allow one, two or even more slots

Is this that mode where spectators can be on a team to help out, because that's not likely to happen, as it never comes up in regular play. See last answer.

quote:* Increase the stream delay

Unless the engine can be set up to have an internal time delay (DotA 2 does this, apparently. Basically involves the game showing the spectator relevant data some time after the players have seen it) I'm concerned that going above 30s stream delay will make talking to the audience impossible. If such an internal delay is possible that is awesome, and I'd be happy to push that internal delay up to a few minutes.

quote:* Have it be a two-day tournament so players don't have to play 3+ hours in a row after midnight, that could also mean enough time for Double Elimination

I've warmed up to this idea, in large part due to Evo 2014 (fighting games do double elim as a matter of course). There is still the concern of absenteeism on the second day. I suppose it could be pools (probably double elim sub-brackets) on Friday and Top 8 (for our typical numbers) or 16 (if we have 50+ players or so) on Saturday, or something like that.

However, looking at the 1v1 tournament, I realized that this actually only adds about 4 more casted matches to a 7 casted match tournament (assuming everything goes smooth, but that tournament did). Given that 2v2 tournaments are usually 5 casted matches, it would probably only go up to 8, so it might still work in a one-day situation. That being said, last month's tournament ran unusually smooth, so I'm not sure such smoothness can be expected in general, especially when relying on 4 people for each match instead of 2. I would also recommend a pools stage in general if the player count goes above 32 (i.e. 2v2 team count goes above 16).

I'm not entirely familiar with spring's code, but I'm imagining a gadget or something that keeps the game in a "catching up" state, but forces 1.0 speed at X minutes behind. You would have to mute the catching up widget; keep it going after the server says that the game is over (I've had matches that end while I'm catching up, so the game over screen appears); beware of studdering/speedups/slowdowns and actual catching up during pauses; and I'm not sure how hardcoded the catchup code is, and if a gadget would be able to modify it like that.

quote:Is (teamspec) that mode where spectators can be on a team to help out, because that's not likely to happen, as it never comes up in regular play

It never comes up in regular play because it was removed. I'd likely use it on regular hosts for newb-filled games because it's a way to teach people without spechax accusations and without own base to worry about.

quote:Given the addition of trainer commanders, I'm not sure if (forcejunior) would be harder or easier to do.

Force Junior modoption overrides the new trainer comms (you get the legacy unmorphable one, even if you pick Strike Trainer).

its too long since I walked my boy all the way across trojan hills with a dual beam laser morph, unleashed an all-in zeus drop on a single mex instead of the enemy base and then got curb stomped by a sea of glaives

+7 / -0

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